Headland

Discussion in 'Map Factory' started by gastrop0d, Jan 31, 2010.

  1. gastrop0d

    gastrop0d L3: Member

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    CTF map I've been working on the last few days.

    I want to make a CTF map that focuses play around 2 middle areas that each provide/deny particular paths into the bases.

    The interior mid is the most direct route between the flags, and also leads up to a top room that gives access to the battlements. The exterior mid is like a mini base that gives lots of flanking options for interior mid, as well as a sewer route into the base.

    I want it to be possible to get to the flag without having to pass the spawn room. The main entrance to the base allows this, but must face the outer and inner battlements. Basically going low in the map = get to the flag easy, going high = break their defence.

    That's the idea, anyway. Still yet to be tested to really see how well it works. :)


    Things I'm interested in:

    Enough time to catch people with the intel?
    Too easy/hard to get intel?
    Spawn camping a problem?
    Do the top (orange) rooms fit/work well?
    Is the sewer useful?
    Is exterior mid (where the shack is) a useful middle area?
    Is exterior too dark?
    Any navigation issues?
     
    Last edited: Jan 31, 2010
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    this looks really, really nice!
    is it a contest entry?
     
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  3. luxatile

    aa luxatile deer

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    The idea of two mid sections is very interesting, but if these don't overlap I think comp players might dislike it. From my experience, people don't like being split up when playing in small teams, I assume that goes for comp players too.

    Good to see some more swamp too!

    EDIT: Oh, if it's not a contest entry then you probably shouldn't think too much about what I said. :p
     
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  4. gastrop0d

    gastrop0d L3: Member

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    Thanks. Well maybe... it's amusing reading your signature actually. I had the intention of entering the CTF compo and got well into the building of this map, then I started reading around about compo play CTF and started to think this probably wouldn't lend itself to that style of play.

    In other words, I think it fits pub play more. It depends how testing goes, if it's looking alright I'll be happy to enter it.
     
  5. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    I was just wondering:
    What happens if some one will enter the water? They could swim outside the map...
    If you will place something that'll kill players that get into the water, how would they know not to swim?
     
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  6. Boylee

    aa Boylee pew pew pew

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    You could make a small area of the water swim-able and the cordon it off with a net using the net texture (on a displacement) and the bouys from the swamp pack (and obviously noclip brushes above).

    Really liking the style here, I'll try to remember to have a run about on it later (so many new maps to check out :p)
     
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  7. gastrop0d

    gastrop0d L3: Member

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    Damn I typed a reply and forgot to post it XD.

    Good idea with the nets, I hadn't considered that!

    There's 3 things going on with the water atm:
    Around the jetties it's player-clipped so you can't walk into it.
    Around the shack (the headland bit), its a death pit. I'm trying to show this with the increased drop and skull-crossbone signs around it.
    In the base a section of it is swimmable, which is cordoned off with security fences, though I think I'll replace is with nets now ;)
     
  8. absurdistof

    aa absurdistof

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    I like the nets idea, and a lot of the screens looked pretty cool.
     
  9. FlavorRage

    FlavorRage L4: Comfortable Member

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    Looks like hella fun.